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>most popular way to play game is also by far the worst
why does this happen so often?
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Gamer care more about making sure others are miserable than about their own happiness.
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>>98546427
As someone who doesn't play MTG, what's wrong with Commander?
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>>98546585
The game was initially designed as symmetrical 1v1 (the designer also made other games for asymmetrical 1v1 and multiplayer).
Commander bends that design rather crudely to force a multiplayer mode, which makes most mechanics fall apart because they weren't made for this, and the keeps piling on hotfixes and gimmicks that should make it kind of work but end up being even more of a mess.
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Commander itself is fine. Ten years ago, people took cards they had lying around and built funny piles of goodstuff. When you played, you had funny interactions and hilarious scenarios.
Then the format became more and more popular, WotC added special cards for commander and the players stopped building fun decks. Now you sit there with sweaty neckbeards who can't deal with losing 3/4 of the time and watch them take 10 minutes turns setting up their value engines, not interacting with anybody else until they win out of the blue.
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>>98546622
>watch them take 10 minutes turns setting up their value engines, not interacting with anybody else until they win out of the blue
But enough about euro boardgames.
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>>98546741
Commander is more or less a board game, yes.
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>>98546585
It's popular and contrarians don't like it
>>98546600
Sorry sprout, we were playing multiplayer matches long before EDH was created, and long before you were born. Many a lunch table was host to a highly messy free-for-all.
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>>98546585
It's the direct cause of all the crossover shit.
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>>98546779
>It's popular and contrarians don't like it
This man speaks the true-true. Like 80% of all of /tg/'s misgivings are explained in these words.

>>98546622
Also this. Highlander is an absolute gigachad of a format. EDH is also cool. Modern Commander is okay.
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>>98546427

People choose to do things based on how they sound, not how they actually are. Crap that talks a good game outsells things that are good games.

Commander's pretty based, though.
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>>98546585
It was an ok game mode at first then they started making mechanics specifically for commander which turned it to shit.

>>98546427
There are multiple reasons but easy to play or it being "cool" is the most common one. And I guess being tanky with a main character commander card is cool.
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>>98546427

In Commander's case it's because it has one of the lowest entry prices in all of Magic. You can basically just buy a precon for $50, upgrade it with a few $2 cards, and you're all set. Of course WotC tries to actively ruin this by powercreeping the hell out of the format. So it goes.
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>>98546585
Trying to turn a competitive 1v1 game into a multiplayer social game completely breaks certain fundamentals of the game.
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>>98546427
No set rotation. People actually get access to all their game pieces that they're attached to.
It's a much bigger part of the appeal than anyone is willing to admit.
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3+ player MTG sucks a lot of the time anyway. Today's players are far too easily butthurt to handle it. They scream "why are you targeting ME???!?" and slam the table over getting mana screwed. The result is a playgroup that just sits there and doesn't touch each other and apologizes for dealing damage until one person hits an alternate wincon. I swear everyone I've played mtg with have been the most easily butthurt pussies ever. Might as well play 1 on 1 so you can actually attack each other without seeming like you have any opinions or preferences ever.
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>>98546585
MtG when 1 on 1 is a competitive game where you want to deny your opponent every resource you can and outright prevent them from playing if possible. In commander, at least outside of competitive, you get shit on for going too fast, let alone things like destroying lands or making your opponent's discard.
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>>98548222
>No set rotation.
but there's like 5 other formats without rotation that are nowhere near as popular as commander. at least one of them is as cheap or cheaper than commander.
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>>98546427
honestly I only play commander and draft.
60 card constructed modes just suck ASS. always have to spend a fortune following the meta or get raped.
I just love how I can do limited, find a card I managed to pull, and stick it in a commander deck without needing 3 more copies of the same 60 dollar card.

Also magic players do not look like that
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>>98546427
Good things take effort. Most people are lazy. The easiest way to play the game appeals to the lowest common denominator masses, and this is also the worst way. These things are not unconnected.
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>>98546427
why do they look like that
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>>98549849
look like what?
they just look like normal magic the gathering players to me.
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>>98546427
I've been playing magic since 1999 and when I see someone shit on commander I automatically assume it's because they either have no friends or they don't actually play the game
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>>98551247
>I've been playing magic since 1999
Plus or minus 20 years, right Autumn?
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>>98546600
>>98548215
>it breaks the fundamentals
like what?
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>>98552151
Normally the game is fundamentally about killing your opponent and ending the game, but in commander the aim is to "have fun" which means you can't just kill each other because then the dead people don't "have fun" and ending the game is bad because that's "not fun". The whole premise of the game goes out the window.
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>>98552431
That's entirely a group dynamic and not an implicit mechanic of commander
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Just get a regular card deck and play a proper card game.
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>>98552431
you're creating problems to get mad at
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I just recently got into Commander and although I think it's fun, I can't imagine playing it with 4 people, let alone competitively. I built a super low budget red/black Vampire deck that I really like a lot. Playing 1v1, to me, feels way more natural for the Commander format.
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>>98546585
It exacerbates the design flaws of Magic.
1. The obvious mana screw/flood. The game goes on longer, so I. The case you get unlucky, your suffering is extended.
2. Combat, Magic is a defensively tilted game. On equal boards the defender has the advantage. Commander exacerbates this issue by having multiple players to split your attacks between AND more defenders to counter-swing. Though this is undercut by...
3. Combo is the way to go. Combos have an inherent flaw of making everything prior to the combo irrelevant. This has a place in 1v1 where it transforms the game into a damage race. But in commander it makes threat assessment impossible. If each of your opponents can potentially drop a combo and win out of nowhere, then how do you tell who is the threat?
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>>98552151
Mana curve matters significantly less and can largely be ignored in commander, strategies like aggro and interaction heavy reactive play are hugely disadvantaged due to the nature of multiplayer in general, color identity rules limits deck construction which could be reasonably argued as simplifying that aspect of constructed play, the bracket system straight up removes certain types of cards from a majority of play, and the singleton rule (ostensibly to increase variance among games) either discourages specific synergies/combos or encourages tutor-heavy decks; working against the initial premise of having singleton decks in the first place.
>>98552536
I would argue that when the people designing both the format and the people designing the new sets/cards reinforce and state those play philosophies it does go from a 'group dynamic' to an explicitly stated mechanic of commander. Even if we were to ignore the word of god from WotC staff and only look at official rules, the existence of the bracket system works as an implicit commendation of the philosophy of 'fun first'. There is 0 reason a bracket system could not be introduced in 60 card constructed. Why does it only exist in commander if not to try and ensure a 'fun being prioritized over winning' experience?



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